Ness (SSBU): Difference between revisions

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'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with the fellow ''EarthBound'' fighter {{SSBU|Lucas}} and all of the other previous veterans on June 12th, 2018. As in the original ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Brawl]]'', and {{for3ds}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ness is classified as [[Fighter number|Fighter #10]].
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with the fellow ''EarthBound'' fighter {{SSBU|Lucas}} and all other previous veterans on June 12, 2018. As in the original ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Brawl]]'', and {{for3ds}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ness is classified as [[Fighter number|Fighter #10]].


In a first for the series, {{s|wikipedia|Makiko Ōmoto}} lacks new voice-clips for Ness. Instead, all (excluding [[PK Freeze|one]]) of his voice-lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.
In a first for the series, {{s|wikipedia|Makiko Ōmoto}} does not provide Ness with any new voice clips, instead all [[PK Freeze|but one]] of his voice lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.


Ness is ranked 47th out of 82 characters on the ''Ultimate'' [[tier list]], placing him in the "B-" tier. Ness has a fairly well-rounded design in ''Ultimate'', with useful tools in most phases of the game, but especially in advantage. He is most notable for his strong aerial game: All of his aerials are quick, powerful, disjointed, and useful for damage, KOing, and initiating [[combo]]s at lower precents. His [[grab]] game is also among the best in the cast, as all of his throws have practical applications: His down throw is a viable combo starter, while his back throw remains the most versatile KO throw in the game, as in all previous Smash titles. Rounding out Ness' moveset is a flexible array of [[special move]]s: [[PK Flash]], [[PSI Magnet]], and [[PK Fire]] can all start or extend combos, while the latter can quickly rack up damage and set up strong punishes. Meanwhile, PK Flash and [[PK Thunder 2]] can lead to early KOs if landed. Ness' [[recovery]] has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of possessing the longest directional air dodging distance in the game alongside {{SSBU|Lucas}}.  
Ness is currently ranked 47th out of 82 characters on the Ultimate [[tier list]], placing him in the B- tier. While this could be seen as a slight decline from ''Smash 4'', when he was ranked 28th/29th out of 54 characters (tied with {{SSB4|Lucas}}), his incarnation in ''Ultimate'' is generally considered his strongest in the series. Ness has a fairly well-rounded design in ''Ultimate,'' with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials are fast, powerful, disjointed, and useful for both racking up damage and KOing. His grab game is also among the best in the cast, as all of his throws have practical uses: His down throw is a viable combo starter, and his back throw is among the strongest KO throws in the game. Furthermore Ness' specials all have flexible utility: [[PK Flash]], [[PSI Magnet]], and [[PK Fire]] can all start or extend combos, while the latter can quickly rack up damage and set up strong punishes. Ness's recovery has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of having the longest directional air dodge distance in the game alongside {{SSBU|Lucas}}.  


However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of [[range]] in his normal attacks. Altogether, characters with large and/or [[disjointed hitbox]]es can easily outrange Ness, forcing him to play defensively and leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters.
However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of [[range]] in his normal attacks. Altogether, characters with large and/or [[disjointed hitbox]]es can easily outrange Ness, forcing him to play defensively and leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters.


As a result of his strengths and weaknesses, Ness is perceived as a strong, albeit volatile character in competitive play. Players such as {{Sm|Gackt}}, {{Sm|Scend}}, and {{Sm|Syrup}} have seen consistent success with Ness in tournaments.
As a result of his strengths and weaknesses, Ness is viewed as a strong but volatile character in competitive play. Players such as {{Sm|Gackt}}, {{Sm|Scend}}, and {{Sm|Syrup}} have seen consistent success with Ness in tournaments.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Ness is a versatile character with strong tools for a variety of situations. His three projectiles allow for some zoning, but his fast normals and punishing grab game make him most dangerous at short distances. Although he has relatively poor grounded mobility — his [[walking]] speed, [[initial dash]], and [[dash]]ing speed are below-average — his aerial mobility shines thanks to his excellent [[air acceleration]], average [[air speed]], above-average [[jump]]ing height, and unique [[double jump cancel]]ling ability; the former, in particular, is tied with {{SSBU|Falco}}, {{SSBU|Pichu}} and {{SSBU|Pikachu}} for the 6th-fastest, while his [[double jump]] is the 6th-highest. Further bolstering his aerial game, Ness' low [[gravity]] and slow [[falling speed]] allow him to perform multiple aerials in one [[short hop]], and all of his aerial normals can be [[auto-canceling|auto-canceled]]. Ness has three projectiles with numerous applications, including [[juggling]], [[edgeguarding]], and even [[recovery]]. Despite his small stature, Ness is a [[weight|middleweight]], tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}.
Ness is a versatile character with strong tools for a variety of situations. Although he has relatively poor ground movement — his [[walking speed]], [[initial dash]], and [[dash]] speed are below average — his aerial movement shines thanks to his excellent [[air acceleration]], above-average [[jump]] height, and unique [[double jump cancel]]ling ability. Further bolstering his aerial game, Ness' low [[gravity]] and low [[falling speed]] allow him to perform multiple aerials in one [[short hop]], and all of his aerial normals can be [[auto-canceling|auto-canceled]]. Ness has three projectiles with numerous applications, including [[juggling]], [[edgeguarding]], and even [[recovery]]. Despite his small stature, Ness is a middleweight, tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}.


Ness' outstanding aerial mobility is complemented by one of the best sets of aerial normals in the entire game. His [[neutral aerial]] activates on frame 5 and functions well as a combo-breaker and out-of-shield option. It also sets up [[tech-chasing]] situations at middle percents and deals decent knockback at high percents, making it a viable edgeguarding and KO option.  His [[forward aerial]] has a large disjoint and is quite active for a lengthy time, making it excellent for starting combos, edgeguarding, and approaching. The final hit can KO at higher precents near the edge, while it is an effective [[wall of pain]] tool due to its ability to chain into itself multiple times. Ness' new multi-hitting [[up aerial]] is strong for KOs at high precents and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' [[back aerial]] is quick and powerful when sweetspotted, making it another reliable KO option in his kit. Finally, his [[down aerial]] is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos.
Ness' outstanding aerial movement is supported by one of the best sets of aerial normals in the entire game. His neutral aerial activates on frame 5 and functions well as a combo-breaker and out-of-shield option. It also sets up tech chase situations at middle percents and has decent knockback at high percents, making it a viable edgeguarding and KO option.  His forward aerial has a large disjoint and is quite active, making it excellent for starting combos, edgeguarding, and approaching. Ness' new multi-hit up aerial is strong and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' back aerial is fast and very strong when sweetspotted, and his down aerial is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos.


Ness' [[grab]] and [[throw]] game is also outstanding and among the best across the cast. His grab is relatively quick, his [[pummel]]'s decent speed allows Ness to inflict decent damage before throwing, and all of his throws have useful applications. Ness' [[down throw]] is a solid combo starter that will often lead into certain aerials, such as either neutral aerial or multiple forward aerials. His [[forward throw]] has disproportionate base knockback, allowing Ness to reliably set up edgeguarding situations and ending a stock extremely early when nearing the horizontal blast lines. Ness' [[up throw]], while not as practical compared to his other throws, is a solid mix-up that can set up juggling with PK Thunder or PK Flash. Although not as versatile as his down throw, it is a solid combo starter at lower precents, leading to certain aerials at lower precents. As well, its good knockback also allows it to KO at high precentages as well. Most notorious, however, is Ness' [[back throw]], which remains the most consistent KO throw in the series.
Ness' grab and throw game is also outstanding and among the best in the cast. His grab is relatively fast, and all of his throws have useful applications. Ness' down throw is a solid combo starter that will often lead into multiple forward airs, and his forward throw has very high base knockback, allowing Ness to reliably set up edgeguarding situations. Ness' up throw, while not as practical, is a solid mix-up that can set up juggling with PK Thunder or PK Flash. Most notorious, however, is Ness' back throw, which remains the most consistent kill throw in the game.


While limited by his poor grounded mobility, Ness' grounded game is still respectable as it features a variety of powerful attacks. His [[forward tilt]] and [[dash attack]] are quick and strong enough to KO at high percents, and the latter has improved range to make it a reliable approaching tool. His [[up tilt]] is a good combo tool at low percents and can even KO at higher percents. His [[down tilt]], which is extremely fast and spammable, can be used to two-frame, [[jab lock]], pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His [[forward smash]] (baseball bat) has high start-up and ending lag, but deals exceptional damage and knockback, especially when sweetspotted with the tip of the bat, often KOing as low as 45% when sweetspotted at the edge. The bat is also a [[reflection|reflector]] with a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it the second-highest damage multiplier (after Kazuya's [[Left Splits Kick]]) and the single-highest speed multiplier of any reflector in the game, excluding [[item]]s. Ness' [[up smash|up]] and [[down smash]]es (yo-yo) have significantly improved knockback, deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game.
Ness' ground game, while limited by his poor ground mobility, features some powerful attacks. His forward tilt and dash attack are fast and strong enough to KO at high percents, and the latter has improved range. His up tilt is a good combo tool at low percents and can even KO at higher percents. His down tilt, which is very fast and highly spammable, can be used to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His forward smash (baseball bat) has high start-up and ending lag, but deals very high damage and knockback, especially when sweetspotted with the tip of the bat. The bat is also a [[reflection|reflector]] with a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it the second highest damage multiplier (after Kazuya's [[Left Splits Kick]]) and the single highest speed multiplier of any reflector in the game, excluding items. Ness' up and down smashes (yo-yo) have significantly improved knockback, deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game.


Ness is perhaps best known for his flexible [[special move]]set. His [[neutral special]], [[PK Flash]], is a large projectile that travels in an arc from Ness' head, gaining strength and distance depending on how long the input is held for. Because it has low ending lag and freezes opponents briefly when successful, PK Flash has great utility as a combo starter and juggling tool. It also no longer sends Ness into [[helplessness]], making it useful for knocking opponents away from the ledge while Ness is offstage. PK Flash, at full charge, can KO {{SSBU|Bowser}}, the heaviest character in ''Ultimate'', as low as 70%. Ness' [[side special]], [[PK Fire]], is a tiny projectile that travels horizontally a short distance and bursts into a pillar of flames on contact with an opponent, dealing multiple hits. When performed in the air, PK Fire has a diagonal trajectory and decreased landing lag, bolstering its safety in neutral, especially on platforms. The move is infamously spammable and can set up combos, condition opponents to jump, or simply rack up damage itself. Ness' [[up special]], [[PK Thunder]], doubles as a versatile projectile and Ness' primary [[recovering]] option. The move sends a ball of electricity upward from Ness' head that can be guided with the control stick, costing Ness his mobility while active, but granting him the ability to pressure deep offstage, juggle opponents repeatedly, or at times KO an opponent into the upper blast zone. Ness can also send the lightning into himself at any angle, launching him in that direction for an extremely powerful attack ([[PK Thunder 2]]), which can both often KO extremely early and also allow Ness to recover from deep offstage. Ness' [[down special]], [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based attacks and [[healing|heals]] Ness a proportionate percent. PSI Magnet also has newfound offensive utility in ''Ultimate'', as it now features an active hitbox with set knockback. The aerial hitbox can confirm into several of Ness' normal aerials, while the grounded hitbox places opponents in perfect range for a sweetspotted forward smash, making it practical in [[jab lock]]ing situations. PSI Magnet also alters the momentum of Ness' [[double jump]], a form of [[double jump cancel]]ling that makes for a unique aerial burst option and a stylish way to start or extend combos.
Ness is perhaps best known for his special moves. His neutral special, [[PK Flash]], is a large projectile that travels in an arc from Ness' head, gaining strength and distance depending on how long the input is held for. Because it has low ending lag and freezes opponents briefly when successful, PK Flash has great utility as a combo starter and juggling tool. It also no longer sends Ness into [[helplessness]], making it useful for knocking opponents away from the ledge while Ness is offstage. Ness' side special, [[PK Fire]], is a tiny projectile that travels horizontally a short distance and bursts into a pillar of flames on contact with an opponent, dealing multiple hits. When used in the air, PK Fire has a diagonal trajectory and decreased landing lag, bolstering its safety in neutral, especially on platforms. The move is infamously spammable and can set up combos, condition opponents to jump, or simply rack up damage itself. Ness' up special, [[PK Thunder]], doubles as a versatile projectile and Ness' primary recovery option. The move sends a ball of electricity upward from Ness' head that can be guided with the control stick, costing Ness his mobility while active, but granting him the ability to pressure deep offstage, juggle opponents repeatedly, or at times KO an opponent into the upper blast zone. Ness can also send the lightning into himself at any angle, launching him in that direction for an extremely powerful [[PK Thunder 2]] attack which also allows Ness to recover from deep offstage. Ness' down special, [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based attacks and heals Ness a proportionate percent. PSI Magnet also has newfound offensive utility in ''Ultimate'', as it now features an active hitbox with set knockback. The aerial hitbox can confirm into several of Ness' normal aerials, while the grounded hitbox places opponents in perfect range for a sweetspotted forward smash, making it practical in [[jab lock]] situations. PSI Magnet also alters the momentum of Ness' [[double jump]], a form of [[double jump cancel]]ling that makes for a unique aerial burst option and a stylish way to start or extend combos.


However, Ness' strengths are counterbalanced by notable weaknesses, with the most notable one being his poor approach. While Ness' hitboxes are large and disjointed, his overall [[range]] still falls short relative to the cast. This is especially worsened considering the lack of range on his normal attack. As such, he can still be stuffed out or outranged by characters with even larger disjoints (especially swordies), such as {{SSBU|Cloud}} or {{SSBU|Marth}}. Moreover, Ness' below-average [[running]] speed and average [[air speed]], as well as his projectiles being rather slow or short-ranged, render him slightly vulnerable to [[camping]], especially against opponents with non-energy projectiles. In addition, his poor grounded mobility also allows speed demons, such as {{SSBU|Sonic}}, to outspeed him easily. Although Grounded PK Fire deals good damage, but is punishable on shield and easily escapable with good [[DI]], rendering it inferior compared to Aerial PK Fire.  
Ness' strengths are balanced by notable weaknesses. Grounded PK Fire does good damage, but is punishable on shield and easily escapable with good [[DI]], making it generally less useful than its aerial counterpart. While Ness' hitboxes are large and powerful, he can still be stuffed out by characters with even larger disjoints. Moreover, Ness' below-average run speed and average air speed, as well as his projectiles being rather slow or short-ranged, render him slightly vulnerable to [[camping]], especially against opponents with non-energy projectiles. Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple air dodges. However, Ness' most glaring weakness remains his recovery. Despite traveling a good distance, his PK Thunder 2 is quite exploitable: if the attack makes contact with an opponent or projectile mid-flight, its distance will be halved, often resulting in a gimp. Furthermore, opponents with good timing can hit Ness with a powerful attack or fall into PK Thunder 1 before he can launch himself. Because of its enormous knockback, PK Thunder 2 is also susceptible to many [[counterattack|counters]], and opponents who time their counter correctly will almost always kill Ness. Conversely, opponents who mistime an edgeguard against Ness will often die for it.


Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple [[air dodge]]s. As such, characters with powerful and disjointed aerials, such as {{SSBU|Palutena}} and {{SSBU|Ike}}, can give Ness a difficult time landing. However, Ness' most glaring weakness remains his [[recovery]]. Despite traveling a good distance, PK Thunder 2 is quite exploitable: if the attack makes contact with an opponent or projectile mid-flight, its distance will be halved, often resulting in a gimp. Furthermore, opponents with good timing can hit Ness with a powerful attack or fall into PK Thunder 1 before he can launch himself, causing the projectile to instantly disappear and sending Ness into immediate [[helpless]]ness. It can also disappear upon contact with opponents or terrain, allowing characters with excellent recoveries (such as {{SSBU|Mr. Game & Watch}}) can merely jump into the projectile and receive minor knockback and damage, immediately sending Ness into a state of helplessness, though this is a risky strategy. Because of its enormous knockback, PK Thunder 2 is also susceptible to several [[counterattack|counters]], and opponents who time their counter correctly will almost typically kill Ness. In addition, PK Thunder 2 has significant ending lag, and if Ness recovers directly onto the stage after using it, opponents can easily capitalize on this ending lag by landing a powerful hit on Ness that he cannot hope to counter. Conversely, opponents who mistime an edgeguard against Ness will often die for it. As a result, characters with multiple [[jump]]s, such as {{SSBU|Jigglypuff}}, {{SSBU|Kirby}} and {{SSBU|Meta Knight}}, with counters, such as most of the Fire Emblem cast, or with moves that [[reflection|reflect]] or [[absorption|absorb]], such as {{SSBU|Rosalina}}, {{SSBU|Villager}}, and {{SSBU|Pit}}, can force Ness into disadvantage when offstage.
Overall, Ness is somewhat of a "glass cannon" character who excels in most offensive aspects of the game, but suffers in certain defensive situations, especially when put offstage or high above his opponent. He also struggles against characters who can outrange his disjoints, though this is less of a problem than in previous games.
 
Overall, Ness is a floaty, brawler-type character, similar to {{SSBU|Peach}}, with a mix of fast aerials, a strong grab and combo game, excellent aerial mobility, poor ground mobility, some situational zoning tools, and a unique aerial stalling mechanic in PSI Magnet. Ness excels in most offensive aspects of the game, possessing excellent damage output and strong KO potential across his moveset, as well as impressive edgeguarding options and a versatile suite of projectiles. On the other hand, he suffers in certain defensive situations, especially when launched offstage or high above his opponent, due to his exploitable recovery and poor landing options, respectively. He can also struggle against characters who can outrange his disjoints or take advantage of his poor mobility, though this is less problematic compared to previous games.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Ness has been significantly buffed in his transition from ''SSB4'' to ''Ultimate'', despite being regarded as a viable high-tier in the previous game; various changes to his previous options and the addition of new ones have positively impacted his playstyle, and the changes to the game's engine have universally strengthened his kit.
Ness has been significantly buffed in his transition from ''SSB4'' to ''Ultimate''. Various changes to his previous options and the addition of new ones have positively impacted his playstyle, and the changes to the game's engine strengthen his kit.


Ness' grounded game has been improved compared to previous iterations; [[forward tilt]] is now a viable KO option, [[dash attack]] has increased knockback and range, [[up tilt]] has decreased ending lag and is useful for starting combos, and [[down tilt]] racks up damage much more effectively, especially near the ledge. Among his most significant buffs are the changes to his yo-yo [[smash attack]]s ([[up smash]] and [[down smash]]), which not only regained their charging hitboxes, but now hang below the ledge to very easily set up edgeguards against most characters; up smash has also lost its early hit and deals dramatically more knockback, making it a viable KO option for the first time.
Ness' ground game is better compared to previous iterations; [[forward tilt]] is now a viable KO option, [[dash attack]] has increased knockback and range, [[up tilt]] has decreased ending lag and is useful for starting combos, and [[down tilt]] racks up damage much more effectively, especially near the ledge. Among his most significant buffs are the changes to his yo-yo smash attacks ([[up smash]] and [[down smash]]), which not only regained their charging hitboxes, but now hang below the ledge to very easily set up edgeguards against most characters; up smash has also lost its early hit and has dramatically higher knockback, making it a viable KO option for the first time.


Many of Ness' other tools are more effective as well. All of his aerials, save for neutral aerial, deal more damage, and he has gained a new [[up aerial]] that hits multiple times, allowing for drag-down combos and set-ups while retaining most of its standalone KO power. [[Down aerial]] has more range, can once again be [[auto-cancel]]ed from a short hop, and is a drastically stronger [[meteor smash]] when clean. In terms of [[special move]]s, [[PK Flash]] charges much more quickly and no longer causes [[helpless]]ness when performed mid-air; [[PK Fire]] has reduced lag (especially in terms of landing lag, greatly improving its utility in the air) that improves its combo and set-up potential, and [[PK Thunder]] deals more damage. Chief Ness' most prominent buff among the rest of his changes, however, comes from a significantly improved [[PSI Magnet]]; the move now has a hitbox (comparatively to {{SSBU|Lucas}}, although during the move rather than when canceling the move) that possesses a rehit rate, which gives it offensive usage for the first time in the series, as it assists Ness in extending combos and gives him newfound KO confirms at high percentages.
Many of Ness' other tools are more effective as well. All of his aerials, save for neutral aerial, deal more damage, and he has gained a new [[up aerial]] that hits multiple times, allowing for drag-down combos and set-ups while retaining most of its standalone KO power. [[Down aerial]] has more range, can once again be autocanceled from a short hop, and has a much stronger [[meteor smash]] effect. In terms of special moves, [[PK Flash]] charges much more quickly and no longer causes [[helpless]]ness; [[PK Fire]] has reduced lag (especially landing lag, making it far more useful when used in the air) that improves its combo and set-up potential, and [[PK Thunder]] deals more damage. His most notable buff, however, comes from a significantly improved [[PSI Magnet]]; the move now has a hitbox (similarly to {{SSBU|Lucas}}, although during the move rather than when canceling the move) that possesses a rehit rate, which gives it offensive use for the first time in the series, as it helps Ness extend combos and gives him newfound KO confirms at high percentages.


The changes to ''Ultimate''{{'}}s engine have universally improved Ness as well, especially the revamped [[air dodging]] mechanics and general buffs to aerial attacks. The reintroductional of directional air dodges benefits Ness tremendously, as his own directional air dodge travels further than the rest of the entire roster (aside from {{SSBU|Lucas}}), providing a reliable [[recovering]] option aside from the notoriously exploitable [[PK Thunder 2]]. The removal of multiple air dodges also enables Ness to pressure opponents in the air with PK Thunder more consistently. Furthermore, Ness' already great aerial game is further compounded by the universal reductions to [[landing lag]], improving their safety and combo potential.
The universal changes in ''Ultimate'' have improved Ness as well, especially the new [[air dodge]] mechanics and general buffs to aerial attacks. The return of directional air dodges benefits Ness tremendously, as his own directional air dodge travels further than that of any character (aside from Lucas), providing a reliable [[recovery]] option aside from the notoriously exploitable PK Thunder 2. The removal of multiple air dodges also enables Ness to pressure opponents in the air with PK Thunder more consistently. Furthermore, Ness' already great aerial game is further compounded by the universal reductions to landing lag, improving their safety and combo potential.


However, Ness has also received a few nerfs. His new [[up aerial]] provides less horizontal range, requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, and launches at a lower angle that hinders its KO potential, worsening Ness' ability to juggle his opponents. The potency of Ness' [[grab]] game has been noticeably toned down: his slower and more standardized [[pummel]] cannot rack up damage as effectively compared to ''Brawl'' and ''SSB4'', and is no longer among the fastest pummels in the entire game; [[back throw]] is marginally worse for KOing (though it remains the strongest throw in the game) due to launching the opponent closer to Ness; [[down throw]]'s increased ending lag hinders its combo potential past low to mid-percents, and the universal nerfs to grabs affects Ness as much as the rest of the cast, as grabbing is a key component to his gameplan. This also leaves Ness more vulnerable to punishment should he whiff a single grab. Lastly, the power of his yo-yo [[smash attack]]s now only increases by half as much when charged, and [[PK Flash]], in exchange for its much quicker charge, is drastically weaker when fully charged, making it less versatile for early KOs.
However, Ness has also received a few nerfs. His new up aerial has less horizontal range, requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, and sends at a lower angle that hinders its KO potential, worsening Ness' ability to juggle opponents. His grab game has been toned down, as his slower, more standard [[pummel]] cannot rack up damage as effectively, [[back throw]] is very slightly worse for KOing (though it remains the strongest throw in the game), [[down throw]]'s higher ending lag hinders its combo potential past low to mid-percents, and the universal nerfs to grabs affects Ness just as much as the rest of the cast, as grabbing is a key component to his gameplan. Lastly, the power of his yo-yo smash attacks now only increases by half as much when charged, and PK Flash, in exchange for its much faster charge, is significantly weaker when fully charged.


While he benefits from the universal changes to ''Ultimate''{{'}}s engine, some of those changes have also universally impaired Ness as well. The removal of multiple air dodges hinders Ness' ability to land safely, as [[air dodging]] multiple times was one of Ness' primary methods to land safely, making him more vulnerable to [[juggling]]. The universal growth to mobility considerably improves Ness' ability to approach (especially in the air), however, his grounded mobility still remains sub-par relative to the cast, meaning that his troublesome matchups against speed demons remain. This is especially exhibited considering the increased prevalence of rushdowners. While the reintroduction of directional air dodging greatly benefits Ness' recovery, the revamped air dodging mechanics have made Ness' air dodges some of the slowest in the game, thus leading to punishes should one be performed carelessly. Finally, most of Ness' former flaws from ''SSB4'' are still repurposed in ''Ultimate'', including the lack of range, poor approach and exploitable recovery, with the increased prevalance of swordfighters in ''Ultimate'' further pronouncing the former issue.
Overall, the buffs to Ness' neutral game, punish game, edgeguarding, and recovery outweigh the few nerfs he received, and while his main weaknesses —such as lack of range and an exploitable recovery— are still present, they are generally to a lesser extent than in previous ''Smash'' games. Thus, despite his similar position among the roster, Ness performs better than in ''SSB4'', and his incarnation in ''Ultimate'' is widely considered his strongest in the ''Smash'' series to date.  
 
Overall, the buffs to Ness' neutral game, punishing game, edgeguarding, and recovery outweigh the few nerfs he received, and while his primary weaknesses—such as lack of range and an exploitable recovery—are still present, they have nevertheless been toned down compared to previous ''Smash'' installments. Thus, despite his similar position among the roster, Ness performs better than in ''SSB4'', and his incarnation in ''Ultimate'' is widely considered his strongest in the ''Smash'' series to date.  


{{SSB4 to SSBU changelist|char=Ness}}
{{SSB4 to SSBU changelist|char=Ness}}


==Update history==
==Update history==
Ness has received a mix of [[buff]]s and [[nerf]]s, but he was buffed overall. Update 2.0.0 increased the auto-canceling windows for up aerial matching the ending lag of the move, and his down aerial deals more damage while retaining its knockback values. Update 3.0.0, however, nerfed the yo-yo charging smash attacks, which were infamous for breaking shields easily. He also received various buffs, such as PK Flash possessing a larger hitbox, and physics changes to the yo-yo that improved its potential as an edge-guarding tool. Update 3.1.0 reverted the yo-yo physics back to its pre-patch state, and his neutral attack connects more reliably.
Ness has received a mix of [[buff]]s and [[nerf]]s, but he was buffed overall. Update 2.0.0 increased autocancel frames for up aerial matching the ending lag of the move and his down aerial deals more damage while keeping the knockback the same. Update 3.0.0, nerfed yo-yo charging smash attacks which was infamous for breaking shields easily. He also received buffs such as PK Flash having a larger hitbox, and physics changes to the yo-yo that improved its potential as an edge guarding tool. Update 3.1.0 reverted the yo-yo physics back to its pre-patch state, and his neutral attack connects more reliably.


However, Ness has received a number of buffs in 9.0.0. His up tilt, dash attack and up throw deal more damage, which allows the latter to KO middleweights at around 180%, though with knockback adjusted for the former two. In addition, down aerial and PK Flash have less start-up lag. Overall, Ness remains a powerful fighter who can compete well with the rest of the cast.
However, Ness has received a number of buffs in 9.0.0. Up tilt, dash attack and up throw deal more damage, though with knockback adjusted for the former two. In addition, down aerial and PK Flash have less start-up lag. Overall, Ness remains a strong character who can compete well with the rest of the cast.


'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
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|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A pair of {{s|wikipedia|one-two combo}} punches, followed by a roundhouse kick. The first and second hits can [[lock]].
|neutraldesc=Two punches followed by a front kick. The first and second hits can [[lock]].
|ftiltname= Side Kick ({{ja|サイドキック|Saido Kikku}})
|ftiltname= Side Kick ({{ja|サイドキック|Saido Kikku}})
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=An arcing {{s|wikipedia|roundhouse kick}}. Can be angled. It has quick startup lag, hitting on frame 7, and possesses 17 frames of ending lag, giving it decent safety on shield and hit. It has surprisingly good power for a tilt attack of its kind, KOing middleweights at around 120% at the edge of Final Destination.
|ftiltdesc=A roundhouse kick that can be angled. Surprisingly good power, KOing at around 120% at the ledge.
|utiltname=PK Toss ({{ja|PKトス|Pīkei Tosu}})
|utiltname=PK Toss ({{ja|PKトス|Pīkei Tosu}})
|utiltdmg=9% (spark), 7% (body)
|utiltdmg=9% (spark), 7% (body)
|utiltdesc=Hops and performs a vertical double-palm thrust that produces a PSI spark from his hands. It hits on frame 5, making it disproportionaly quick for a tilt attack. Possesses a [[sourspot]] located on his body that deals 7%. A decent anti-air and [[juggling]] tool with surprisingly high power for a tilt attack similar to Ness' forward tilt, KOing middleweights at around 133% on Final Destination. It is also versatile for partaking in combos despite its moderate ending lag.
|utiltdesc=Jumps and attacks with an upward double palm thrust that produces a PSI spark from his hands. Has a sourspot located on his body that deals 7%. A decent anti-air and juggling tool.
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|dtiltdmg=4.5% (foot), 3% (toes)
|dtiltdmg=4.5% (foot), 3% (toes)
|dtiltdesc=A swift shin kick. Due to the move's lack of start-up lag and ending lag, it is extremely spammable and is useful for jab resetting, locking, pressuring shields, two-framing and racking up quick damage while the opponent is trapped at the edge. The move is a sourspot located on the tip of his foot. However, it no longer has the ability to [[tripping|trip]] opponents like in ''SSB4'' and ''Brawl'', removing its guaranteed setups.
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to lock. Has a sourspot located on the tip of his foot.
|dashname=PK Hand Stamp ({{ja|PKハンドスタンプ|Pīkei Hando Sutanpu}})
|dashname=PK Hand Stamp ({{ja|PKハンドスタンプ|Pīkei Hando Sutanpu}})
|dashdmg=4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdmg=4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdesc=A double-palm thrust that launches three PSI sparks out in front of him, with the final spark knocking the opponent up into the air. It has rather impressive power for a dash attack, as the final hit starts KOing middleweights at around 141% on Final Destination. The first spark deals more damage to aerial opponents. The move is useful for setting up juggles and pressuring from afar. It is difficult to punish on shield if only the last hit connects. The disjointed hitboxes have considerable distances, offering it impressive range for a dash attack and giving it decent utility for approaching, as well as pressuring from a distance. The first hit is more damaging on opponents in the air.
|dashdesc= A double palm thrust that sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects. The disjointed hitboxes go very far, giving it impressive range for a dash attack. The first hit is more damaging on opponents in the air.
|fsmashname=Batter Up! ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'')
|fsmashname=Batter Up! ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'')
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (low), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|22}} (tip), 2× damage (reflected projectiles)
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (low), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|22}} (tip), 2× damage (reflected projectiles)
|fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It can [[reflect]] incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge. However, its lag is considerable and makes it easy to punish up close. The reflector has a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it the second-highest damage multiplier (after Kazuya's [[Left Splits Kick]]) and the single-highest speed multiplier of any reflector in the game, excluding [[item]]s.
|fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It can [[reflect]] incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge. However, its lag is considerable and makes it easy to punish up close.
|usmashname=Around the World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashname=Around the World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashdmg=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}}
|usmashdmg=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}}
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world," hitting first in front of and then above and behind. Unlike in previous installments, it can KO middleweights at around 116% on Final Destinaton. It has a hitbox while charging and can hang from the ledge. This makes it effective for edgeguarding and two-framing, but can only be held for an additional half of a second instead of two in comparison to the rest of the other smash attacks, and has a maximum charging damage multiplier of 1.2×. A decent anti-air and a good [[out of shield]] option.
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world", hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×.
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashdmg=1% (charge), {{ChargedSmashDmgSSBU|10|1.2}}
|dsmashdmg=1% (charge), {{ChargedSmashDmgSSBU|10|1.2}}
|dsmashdesc=Sends his {{s|wikibound|yo-yo}} backward and performs the "walk-the-dog" with it, hitting first behind then in front. Unlike in previous installments, it can KO middleweights at around 101% at the edge of Final Destinaton. It has a hitbox while charging and can hang from the ledge. This makes it effective for edgeguarding and 2-frame punishing, but can only be held for an additional half of a second instead of two in comparison to the rest of the other smash attacks, and has a maximum charging damage multiplier of 1.2×. It potentially has inconsistency linking correctly if the opponent is at the furthest point of the back hit.
|dsmashdesc=Sends his {{s|wikibound|yo-yo}} backward and performs the "walk-the-dog" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.
|nairname=Ness Spin ({{ja|ネススピン|Nesu Supin}})
|nairname=Ness Spin ({{ja|ネススピン|Nesu Supin}})
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdesc=Spins diagonally in the air with his arms outstretched, emitting PSI from his palms. It has quick startup lag, coming out on frame 5, with the properties of a [[sex kick]]. It is rather useful for breaking combos and as an out-of-shield option. The clean hitboxes deal decent knockback, making it a good edgeguarding and killing option, as it starts KOing middleweights under 120% at the edge of Final Destination. It [[auto-cancel]]s from a short hop.
|nairdesc=Spins diagonally in the air with his arms outstretched, emitting PSI from his hands. Quick, coming out on frame 5 and acts like a [[sex kick]]. Rather useful to break combos and as an out-of-shield option. Autocancels from a short hop. It has decent knockback, making it a good edgeguarding and KOing option.
|fairname=Aerial PK Hand Stamp ({{ja|空中PKハンドスタンプ|Kūchū Pīkei Hando Sutanpu}}
|fairname=Aerial PK Hand Stamp ({{ja|空中PKハンドスタンプ|Kūchū Pīkei Hando Sutanpu}}
|fairdmg={{ShortHopDmgSSBU|1.5}} (hit 1-3), {{ShortHopDmgSSBU|5.5}} (hit 4)
|fairdmg={{ShortHopDmgSSBU|1.5}} (hit 1-3), {{ShortHopDmgSSBU|5.5}} (hit 4)
|fairdesc=A double-palm trust while generating a stream of PSI out of his hands. It is tied with [[up aerial]] for the second-fastest startup out of Ness' aerials, coming out on frame 5. Due to Ness' excellent [[air acceleration]], it functions as an excellent approaching and [[spacing]] tool as Ness is capable of retreating while the opponent gets hit by the move's lingering and rather large hitboxes, and it is useful for starting and extending combos. It auto-cancels from a short hop. Can chain into itself multiple times at low percentages, making it an effective [[wall of pain]] tool.
|fairdesc= A double palm thrust that generates a stream of PSI sparks from his hands. Comes out on frame 8, making it tied with up aerial for the second fastest out of Ness' aerials. Decently safe on shield if Ness backs away during the attack, and it's useful to start and continue combos. Autocancels from a short hop. Can chain into itself multiple times at low percentages, making it a useful wall-of-pain tool.
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}})
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdesc=A {{s|wikipedia|dropkick}} that produces PSI from his feet. If landing the clean hitbox, it’s Ness' strongest aerial and one of the strongest back aerials in the game, KOing middleweights at 125% on Final Destination and even lower at the ledge. Despite its high power, it also has relatively quick startup lag, hitting on frame 10, and low ending lag. It is also useful for edgeguarding and leading to a wall of pain at lower precentages. It auto-cancels from a short hop.
|bairdesc=A dropkick that produces a PSI spark. Comes out on frame 10. The clean hit is very strong, being his strongest aerial overall. Autocancels from a short hop.
|uairname=PK Wiper ({{ja|PKワイパー|Pīkei Waipā}})
|uairname=PK Wiper ({{ja|PKワイパー|Pīkei Waipā}})
|uairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdesc=Waves his finger in an arc above his head while generating sparkles of PSI from his index finger, hitting up to 5 times. Due to hitting on frame 5, it is tied with [[forward aerial]] for the second-fastest startup out of Ness' aerials. It auto-cancels from a short hop. A great combo and juggling tool that can rack up damage quickly in tandem with his [[double jump]], as its linking hits and last hit's vertical angle combine to make it a great combo extender. Since the final hit has extremely high knockback scaling, it is one of the strongest up aerials in the game, as the final hit starts KOing middleweights at around 134% at grounded levels on Final Destination.
|uairdesc=Waves his finger in an arc above his head while generating PSI sparkles, hitting up to 5 times. Autocancels from a short hop. A great combo tool, as its linking hits and last hit's vertical angle combine to make it a great combo extender. It can also KO well near the upper blast line at high percentages since the final hit has extremely high knockback scaling. Overall great power.
|dairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|dairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=Twirls before stomping below himself, producing a spark of PSI from his foot. The clean hitbox is a powerful [[meteor smash]] that can KO early offstage, and is versatile for starting and/or extending combos onstage if landed against grounded opponents. The late hitbox is a [[semi-spike]] that can KO middleweights at around 158% at the edge of Final Destination. It auto-cancels from a short hop. It is Ness' slowest aerial, however, coming out on frame 18.
|dairdesc=Twirls before kicking down into the air, producing a PSI spark. The clean hit can [[meteor smash]], and can be used to start combos on-stage fairly reliably if landed against grounded opponents. Autocancels from a short hop. Ness' slowest aerial, coming out on frame 18.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. A quick grab with moderate amount of ending lag, although it is burdened with short range.
|grabdesc=Grabs with both hands. A fast grab with a slight amount of ending lag.
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Zaps the opponent with a blast of PSI. A fairly fast pummel with decent damage output.
|pummeldesc=Attacks the opponent with a discharge of PSI energy.
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowdmg=11%
|fthrowdmg=11%
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. It has disproportional base knockback, but almost lacks knockback scaling, which gives it little/no KO potential even after [[Sudden Death]] percentages. It is useful for setting up an edgeguard, however, or KOing an opponent early on if nearing the horizontal blast zones.
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however, or KO'ing an opponent early on if near the blastzone.
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backward, in a diagonal and vertical motion. It is the opposite of his forward throw, possessing minimal base knockback, but incredibly high knockback scaling, making it one of the strongest back throws in the game, KOing even the heaviest characters with optimal DI at 122% near the ledge without [[rage]], and is considered the most versatile and common killing throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength like {{SSBU|Incineroar}}'s or {{SSBU|Dr. Mario}}'s, due to its much higher knockback scaling.
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backward, in a diagonally upwards motion. It is the opposite of his forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throws in the game, and considered the most versatile KO throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength like {{SSBU|Incineroar}}'s or {{SSBU|Dr. Mario}}'s, due to its much higher knockback scaling.
|uthrowname=Cowboy PK Throw ({{ja|カウボーイPKスルー|Kaubōi Pīkei Surū}})
|uthrowname=Cowboy PK Throw ({{ja|カウボーイPKスルー|Kaubōi Pīkei Surū}})
|uthrowdmg=12%
|uthrowdmg=12%
|uthrowdesc=Psychokinetically spins the opponent overhead before sending them straight into the air. It leaves the opponent in an unfavorable position that leads into juggling, especially by using PK Thunder. Since update {{SSBU|9.0.0}} has increased it damage output, it is capable of KOing middleweights at around 180% on Final Destination. However, if Ness has high amount of rage, it is tied with {{SSBU|Zelda}}, {{SSBU|Incineroar}} and {{SSBU|Lucas}}' up throws as the fifth-strongest up throw in the game, as it can KO middleweights at around 146% from anywhere on Final Destination.  
|uthrowdesc=Psychokinetically spins the opponent above his head before sending them up. It leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|dthrowname=Rapid PK Fire ({{ja|ラピッドPKファイヤー|Rapiddo Pīkei Faiyā}})
|dthrowname=Rapid PK Fire ({{ja|ラピッドPKファイヤー|Rapiddo Pīkei Faiyā}})
|dthrowdmg=0.5% (hits 1-3), 1.5% (hit 4), 4% (throw)
|dthrowdmg=0.5% (hits 1-3), 1.5% (hit 4), 4% (throw)
|dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, possessing guaranteed follow-ups into neutral aerial, forward aerial and up aerial.
|dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Sweep kicks in front of and behind himself in a circle.
|floorfdesc=Sweep kicks in front of and behind himself.
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Planting on the ground, Ness sweeps his leg behind and in front of himself in a circle.
|floorbdesc=With one hand planted on the ground, sweeps his leg behind and in front of himself.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a dropkick behind and in front of himself with both hands planted on the ground.
|floortdesc=Kicks behind and in front of himself with both legs.
|edgename= 
|edgename= 
|edgedmg=9%
|edgedmg=9%
|edgedesc=Cartwheels onto the stage and performs a sweep kick in front of himself.
|edgedesc=Flips onto the stage and does a sweep kick.
|nsname=PK Flash
|nsname=PK Flash
|nsdmg=11%-27%
|nsdmg=11%-27%
|nsdesc=Generates a light blue, energetic pulse of sphere light that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like {{SSBU|Pyra}}/{{SSBU|Mythra}} and {{SSBU|Sonic}}, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters under 80% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semi-soft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]].
|nsdesc=A light blue sphere of light appears above Ness and flies forward in an arc if charged. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]].
The longer the special button is held, the stronger the explosion will be.
The longer the special button is held, the stronger the explosion will be.
|ssname=PK Fire
|ssname=PK Fire
|ssdmg=6% (bolt), 1% (fire)
|ssdmg=6% (bolt), 1% (fire)
|ssdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an opponent or destructible portion of a stage, at which point, it explodes into into a gradually-fading and quick-hitting pillar of fire, making said opponent vulnerable to guaranteed followups or KO confirms. Due to [[SDI]] being drastically weakened since ''SSB4'', it is a versatile tool for racking up quick damage. When performed in midair, Ness fires the bolt at a 45° angle.
|ssdesc=Fires a yellow lightning-bolt shaped projectile, pushing back Ness slightly.
If used on the ground, it travels in a slight downward angle until it vanishes by itself or touches the ground (disappearing into a puff of smoke) or an enemy, making it explode into a quick-hitting pillar of flames.
 
If used in the air, it fires at a downward 45° angle.
|usname=PK Thunder
|usname=PK Thunder
|usdmg=11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox)
|usdmg=11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox)
|usdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has brief [[invincibility]] during the first half of the move. Ness' primary means of [[recovery]], but it can be easily gimped during startup. PK Thunder 2 has invulnerability from frame 1 to 32 and is constituted of an early and late hit. Colliding with a projectile, opponent or an item during PK Thunder 2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough. The tail of the thunder projectile can be useful for juggling and disrupt opponents recovering.
|usdesc=Creates a fast-moving ball of thunder that can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a very powerful human projectile.
This is referred to as [[PK Thunder 2]]. The Rocket portion of the attack has invulnerability from frame 1 to 32 and is constituted of an early and late hit. Making contact with something during PKT2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough.
 
The tail of the thunder projectile can be used to disrupt opponents recovering.
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=4% per hit
|dsdmg=4% per hit
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s {{b|Blaster|Fox}} or {{SSBU|Samus}}'s [[Charge Shot]]) or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have received, but only at a maximum of 30% damage per projectile. It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a [[Fall Break|fall break]] to stall Ness' vertical momentum slightly in the air.
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s {{b|Blaster|Fox}} or {{SSBU|Samus}}'s [[Charge Shot]] or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have taken, but only at a maximum of 30% damage per projectile.
It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. Can also be used as a [[Fall Break]] to stall Ness' vertical momentum slightly in the air.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=8% per hit
|fsdmg=8% per hit
|fsdesc=[[Paula]] and [[Poo]] join Ness, assisting him in summoning [[wikibound:PK Starstorm|a shower of falling stars]] to attack his opponents. The comets will rain down over the stage and can be slightly aimed left and right.
|fsdesc=[[Paula]] and [[Poo]] join Ness, assisting him in summoning [[wikibound:PK Starstorm|a shower of falling stars]] to attack his enemies. The comets will rain down over the stage and can be slightly aimed left and right.
}}
}}


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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Ness teleports onto the stage using PSI Teleport, ending in an explosion leaving him covered in soot, which he then shakes off his body.
*Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.
<gallery>
<gallery>
NessOnScreenAppearanceSSBU.gif|Ness's on-screen appearance
NessOnScreenAppearanceSSBU.gif|Ness's on-screen appearance
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Turns toward the screen, positions his arms on his hips and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''.
*'''Up taunt''': Turns toward the screen and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''.
*'''Side taunt''': Points his bat outward in front of him and strikes a pose, similar to how {{s|wikipedia|baseball players}} strike this pose to indicate they are hitting a home-run.
*'''Side taunt''': Swings his bat out in front of him and strikes a pose, similar to how baseball players use it to indicate they are hitting a home run.
*'''Down taunt''': Waves his hand in an S-motion while emitting a stream of PSI from his finger.
*'''Down taunt''': Waves his hand in an S motion while emitting a stream of PSI from his finger.
<gallery>
<gallery>
SSBUNessTaunt1.gif|Ness' up taunt.
SSBUNessTaunt1.gif|Ness' up taunt.
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===[[Idle pose]]s===
===[[Idle pose]]s===
*Curiously look to his left, then to his right.
*Look to his left, then to his right.
*Closes his eyes and places his fingers on his forehead, concentrating his PSI, and then points it forward.
*Places his finger to his forehead before pointing it forward.
<gallery>
<gallery>
SSBUNessIdle1.gif|Ness' first idle pose.
SSBUNessIdle1.gif|Ness' first idle pose.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Walks in to the screen, then looks around with a surprised expression, before rubbing the back of his head while smiling (his "character chosen" animation in ''Super Smash Bros. 64'', albeit much more subtle).
*'''Left:''' Walks in then looks around with a surprised expression, before rubbing the back of his head while smiling (his "character chosen" animation in ''Super Smash Bros.'', albeit much more subtle).
*'''Up:''' Skips into the victory screen, then stops before nodding slightly with his arms positioned on his hips, holding a pose similar to his official clay model, up taunt, and official render from ''Super Smash Bros. Brawl''.
*'''Up:''' Skips into the victory screen, then nods slightly, holding a pose similar to his official clay model, up taunt, and official ''Brawl'' render.
*'''Right:''' Swings his bat once, then strikes a pose similar to his side taunt.
*'''Right:''' Swings his bat once, then strikes a pose similar to his side taunt.
[[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]]
[[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]]
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===Tier placement and history===
===Tier placement and history===
Initial opinions of Ness were fairly positive, as the numerous buffs he received during the transition from ''Smash 4'' and the addition of several new mechanics in ''Ultimate'' improved his neutral, advantage, recovery, and movement options. Ness's early results reflected these improvements, as Ness saw strong performances at majors from players such as {{Sm|Gackt}} and {{Sm|Scend}}, while regionally he was represented by a multitude of players, including {{Sm|ATATA}}, {{Sm|Awestin}}, {{Sm|PeW}}, {{Sm|S1}}, and {{Sm|FOW}}. As such, in the early metagame Ness was widely considered a high-tier character; this perception was boosted even further online, as the presence of increased [[Wi-Fi lag|input lag]] made his quick aerials even safer and his recovery more difficult to challenge, allowing players as Scend and {{Sm|Syrup}} to flourish during the online metagame.  
Initial opinions of Ness were fairly positive, as the numerous buffs he received during the transition from ''Smash 4'' and the addition of several new mechanics in ''Ultimate'' improved his neutral, advantage, recovery, and movement options. Ness' early results reflected these improvements: The character saw strong performances at majors from players such as {{Sm|Gackt}} and {{Sm|Scend}}; regionally, he was represented well by a multitude of players, including {{Sm|ATATA}}, {{Sm|Awestin}}, {{Sm|PeW}}, {{Sm|S1}}, and {{Sm|FOW}}. As such, Ness was widely considered a high-tier character in the early metagame of ''Ultimate''. Notably, perception of Ness is even higher in online play, as the presence of increased [[Wi-Fi lag|input lag]] ostensibly makes his quick aerials even safer and his recovery more difficult to challenge, allowing players such as Scend and {{Sm|Syrup}} to flourish during the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], which temporarily relegated all large tournaments to an online format.  


Unfortunately, this positive perception only declined in the post-online metagame. First, Ness's core weaknesses, specifically his exploitable recovery and short range, became more apparent in the newer metagame as characters with disjoints became more common in competitive play. In addition, although he remained in or around the top 20 in terms of representation, it was noticeably weaker at a major level due to Gackt's general inconsistency (for example, following his 3rd place finish at {{Trn|Kagaribi 7}} with a 49th place finish at {{Trn|Maesuma TOP 8}} a month later) and Scend's decline. Alleviating this dip was Syrup's performances offline in 2022, giving Ness a new player in offline top level play. Due to all of this, Ness debut at 40th on the first tier list, ranking near the top of the upper mid tier: although many in the community still considered Ness as a solid high-tier, especially in the United States, some players and observers, notably in Japan, hold a lower opinion of the character.<ref>{{cite web|url=https://blog.start.gg/ultranks-first-official-ssbu-tier-list-4a35bf3dcfc3|title=First Official SSBU Tier List}}, data located in the "Regional Differences" section</ref>
Ness has remained popular in the post-online metagame, with representation in or around the top 20 among all characters. Although he continues to see high tournament placements, he has generally underperformed his online results, and his weaknesses have become more apparent over time. As in previous Smash titles, Ness' limited attack range hinders his neutral against certain characters, particularly swordfighters such as {{SSBU|Lucina}} and {{SSBU|Shulk}}. He also struggles to recover without the use of his double jump, and his floatiness leaves him susceptible to juggling. Furthermore, several characters introduced via [[DLC]] are believed to be overpowered, rendering traditional characters less appealing by comparison. Given his pronounced strengths and weaknesses, even Ness' strongest players face inconsistency — Gackt followed a top 3 finish at {{Trn|Kagaribi 7}} with 49th at {{Trn|Maesuma TOP 8}} a month later — or have picked up other characters to alleviate Ness' weaknesses — Syrup picked up {{SSBU|Steve}} and has gradually used the character more in competitive play.


Following the first tier list, Ness's top level results continued to decline as Syrup eventually relegated Ness to a secondary in favor of {{SSBU|Steve}}, while Gackt's results remained inconsistent. In addition, the rise of characters such as {{SSBU|Steve}}, {{SSBU|Sonic}}, and {{SSBU|Mr. Game & Watch}} in the metagame greatly harmed Ness, as all three characters were great at dealing with Ness's projectiles or exploited his short range. On the other hand, Ness's representation remained solid as he still had several players perform well regionally, including ATATA and Scend. As such, although the second tier list saw Ness drop seven spots to 47th, now ranking in the B-tier, some regions, especially the United States and Latin America, ranked Ness higher.
Divergent opinions on Ness' viability were reflected in ''Ultimate''{{'}}s first "official" [[tier list]], with his average ranking varying considerably across regions: Japan in particular ranked him much lower compared to other countries, especially the United States.<ref>{{cite web|url=https://blog.start.gg/ultranks-first-official-ssbu-tier-list-4a35bf3dcfc3|title=First Official SSBU Tier List}}, data located in the "Regional Differences" section</ref> Overall, Ness debuted at 40th out of 82 characters on ''Ultimate's'' first tier list, in the B+ tier. Following this, Syrup made the transition to Steve while relegating Ness to a secondary, and Scend's performances at major events declined. Reflecting this, Ness fell seven spots on the second LumiRank tier list, dropping to the B- tier.
 
Despite his middling tier list placement, Ness still enjoys strong results at most levels of competition: Gackt remains the preeminent representative of Ness on a global scale, earning the 27th spot on the [[LumiRank 2023]] and defeating {{Sm|MkLeo}} at {{Trn|GENESIS X}}, while ATATA and Scend have placed highly at the regional level. As such, opinions of Ness' current stance in the metagame remain varied: While some regions, especially Japan, continue to believe Ness lacks the representation for a higher tier placing, some regions, especially the United States and Latin America, still view Ness as a solid high-tier character and ranked him higher for the second tier list. Overall, Ness' incredible offensive tools are offset by weaknesses in his neutral and disadvantage; he therefore remains a common yet polarizing character in competitive play.


=={{SSBU|Classic Mode}}: Home to Onett!==
=={{SSBU|Classic Mode}}: Home to Onett!==
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-10Ness.jpg|thumb|Finding Ness in World of Light|left]]
[[File:WoL-10Ness.jpg|thumb|Finding Ness in World of Light|left]]
Although Ness has been absent from the opening cutscene of World of Light, he was vaporized and later placed under [[Galeem]]'s imprisonment when the latter unleashed his beams of light to engulf the world and the universe, along with the rest of the fighters (minus {{SSBU|Kirby}}).
Although Ness has been absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (minus {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
 
Ness can be found in the pink clouds reminiscent of [[Magicant]], and the player needs to defeat the [[Flying Man]] [[List of spirits (EarthBound series)|spirit]] in order to access his fighter battle and awaken him.


Later, the fighters prepare their final stand against Galeem and [[Dharkon]], including Ness among them.
Ness can be found in a pink cloud area reminiscent of [[Magicant]], and to access him the player needs to defeat the [[Flying Man]] [[List of spirits (EarthBound series)|spirit]].
{{clrl}}
{{clrl}}


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==Trivia==
==Trivia==
*Ness was the only one of the four original [[unlockable character]]s from ''Super Smash Bros. 64'' to be playable in the E3 demo.
*Ness was the only one of the four original [[unlockable character]]s from ''Super Smash Bros. 64'' to be playable in the E3 demo.
**Ness is also the only original unlockable character to appear on the box artwork. However, {{SSBU|Captain Falcon}} is featured in the full-group artwork.
**Ness is also the only one to appear on the box art. However, {{SSBU|Captain Falcon}} is featured in the full group artwork.
*Although most characters from the original ''Super Smash Bros.'' are [[Fighter number|numbered]] by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will typically be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release of ''Mother'', which is also how he is ordered in ''Brawl''{{'}}s [[All-Star Mode#Super Smash Bros. Brawl|All-Star Mode]].
*Although most characters from the original ''Super Smash Bros.'' are [[Fighter number|numbered]] by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will always be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release of ''Mother'', which is also how he is ordered in ''Brawl''{{'}}s [[All-Star Mode#Super Smash Bros. Brawl|All-Star Mode]].
*''Ultimate'' marks the first time since ''[[Super Smash Bros. Melee]]'' where Ness' artwork depicts him holding his baseball bat.
*''Ultimate'' marks the first time since ''[[Super Smash Bros. Melee]]'' where Ness' artwork depicts him holding his baseball bat.
*''Ultimate'' is the first ''Smash'' game in which Ness has a greater number of aerials that emit PSI than Lucas, being 5 to 4 as opposed to 2 and 3 to 3 in ''Brawl'' and ''Smash 4'', respectively.
*''Ultimate'' is the first ''Smash'' game in which Ness has a greater number of aerials that use PSI than Lucas, being 5 to 4 as opposed to 2 and 3 to 3 in ''Brawl'' and ''Smash 4'' respectively.
*Ness being unlocked by clearing Classic Mode as {{SSBU|Kirby}} could be a reference to Ness being unlocked on {{SSB|Dream Land}} in the original ''Super Smash Bros.'', that both are voiced by Makiko Ōmoto, or that both are from games developed by [[HAL Laboratory, Inc.]]
*Ness being unlocked by clearing Classic Mode as Kirby could be a reference to Ness being unlocked on {{SSB|Dream Land}} in the original ''Super Smash Bros.'', that both are voiced by Makiko Ōmoto, or that both are from games developed by [[HAL Laboratory, Inc.]]
*As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games.
*As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games.
*Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one method, as he is the first character to be unlocked through VS. Matches and the first unlock in {{SSBU|Kirby}}'s Classic Mode tree. The other character who shares this distinction is {{SSBU|Villager}}.
*Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one way, as he is the first character to be unlocked through VS. Matches and the first unlock in {{SSBU|Kirby}}'s Classic Mode tree. The other character who shares this distinction is {{SSBU|Villager}}.
*Despite the fact that Ness' [[PSI Magnet]] can absorb [[Bob-omb]] explosions, Ness cannot absorb explosions from the Bob-ombs that drop from the sky during [[Sudden Death]].
*Despite the fact that Ness's [[PSI Magnet]] can absorb [[Bob-omb]] explosions, Ness cannot absorb explosions from the Bob-ombs that drop from the sky during [[Sudden Death]].


{{SSBUCharacters}}
{{SSBUCharacters}}
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